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Starfleet Command s ' Seventh Fleet Character Creation Post Voyager-Era Starfleet RPG Character Creation Guidelines Revision 2.0 19 Oct 2011 1
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  • Starfleet Command s'

    Seventh Fleet

    Character CreationPost Voyager-Era Starfleet RPGCharacter Creation Guidelines

    Revision 2.0

    19 Oct 2011

    1

  • Written By Roger Taylor and Rex Rouviere

    A number of the non-standard Professional Abilities, Background and Development packages and some of the equipment were taken from A PIECE OF THE ACTION Character Creation supplement written by Steven A. Cook, April 2006.

    Star Trek © Paramount Pictures,Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved

    2

  • 7th Fleet Character Creation Standard Guidelines

    Acceptable Character Species Characters may be of any Federation or allied species native to the Alpha and Beta Quadrants prior to the Dominion War beginning in 2373 and will be created using the species profiles in the Star Trek Player's Guide, Star Trek Narrator's Guide, Star Trek Aliens Guide, the Aliens Compendium or the Aliens Expansion (below). Any exceptions (including hybrids, Delta and Gamma Quadrant species, or those of alien races hostile to the Federation) must be approved by the Commanding Officer and will be generated with the assistance of the Fleet Training Officer.

    Character Statistics Character attributes will be chosen using the Pick Method as described on page 81 of the Star Trek Player's Guide and the 7 th Fleet Character Creation Worksheet . No character may have an attribute score higher than 12 before species adjustments. Attribute Bonuses shall be derived from the following table:

    Attribute Level Modifier0-1 -32-3 -24-5 -16-7 08-9 +110-11 +212-13 +314-15 +416-17 +518-19 +620+ +1 for every

    2 levels

    Attribute, Skill, and Reaction Limits In the interest of play balance, the following limits apply to character atributes, skills, and reactions.

    ➢ No character attributes (Strength, Agility, Intellect, etc.) may be higher than 12 before Species adjustments.

    ➢ No character may have more than 12 levels in any skill.➢ No character reactions (Quickness, Stamina, Savvy, or Willpower) may be higher than 5

    before species adjustments.

    Character Profession Character will be created using one of the Starfleet Officer Professions listed on pages 64-77 of the Star Trek Player's Guide and may use the supplementary rules in the Starfleet Operations Manual or the Profession expansion (below). As an alternative players may choose to customize one of the Archetypes below. Non-standard professions may be used with approval from the Commanding Officer and the Admiral and should be created in cooperation with the Fleet Training Office.

    Skills No player character may begin with more than 12 levels in any skill (before modifiers for attributes or Professional Abilities).

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  • Ranks With the exception of brevet (field) promotions, no player character may hold a higher rank than that held by the player himself in the club. Brevet promotions are temporary (and often mission-specific), and may be bestowed, confirmed, or revoked by Command Authority in accordance with Starfleet Rules and General Orders.

    Advancements for Time Served Player characters gain one advancement for every year of active Starfleet (club) service over the age of twenty-two. Characters gain one advancement for every two years of civilian (non-Starfleet) experience, and Starfleet cadets gain one advancement for every year of service between the ages of ten and sixteen. Characters who saw active service during the Federation-Klingon War or the Dominion War (2372-2375) will receive an additional advancement per year of war service. Additional advancements may be awarded for officially recognized events or major in-character milestones subject to the approval of the Commanding Officer and the Admiral. For example:

    Joe is 35 years old, with five years of active service in the club. His player character gains 5 advancements for Starfleet service. He has 8 years of civilian service (over the age of 22), earning 4 more advancements. Finally, Joe “served” during the last year of the Dominion War (2375). That year of combat duty earns Joe's character a single additional advancement- raising his total number of advancements to 10.

    Renown Renown shall be calculated based on officially recognized in-character experiences according to the guidelines on page 127 of the Star Trek Narrator's Guide. The totals will be compared with the Renown by Rank table (below) and the greater of the two totals will be kept.

    Minimum Renown By Rank

    Rank Renown Rank Renown

    Ensign 0 Commodore 30

    Lieutenant, Junior Grade 4 Rear Admiral (Lower Half) 30

    Lieutenant 8 Read Admiral (Upper Half) 40

    Lieutenant Commander 12 Vice Admiral 50

    Commander 16 Admiral 60

    Captain 20

    Decorations and Commendations In-character decorations received through 7th Fleet activities will be listed on the character sheet, but do not need to be purchased using the Commendation Edge. Characters who served with the 7th Fleet during the Dominion War (and survived) have the option of selecting the 7th Fleet Advancement package on page 41 of the Starfleet Operations Manual, and may also select the Famous Fleet or Famous Ship (U.S.S. Kelly, U.S.S. Ticonderoga, U.S.S. Rendezvous) edges from page 33 of the same.

    Event Levels and Scoring Sanctioned training adventures will be broken into three basic categories: Officer, Command, and Fleet Level missions. The levels are defined below: Officer level events are simple to moderately difficult adventures written for novice gamers and

    mid-level officers and crew. They will usually take place aboard a runabout or similar small craft and will usually involve four or fewer players.

    Command level events are moderately complex or complex adventures involving one of the named vessels, and will often involve four or more of the ship's command staff.

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  • Fleet level events are complex a/o extremely challenging events designed to involve experienced gamers a/o command staff and may or may not involve more than one fleet unit.

    Scoring for all events will be based on benchmark events or behaviors expected of Starfleet officers and/or in keeping with the finest traditions of the Fleet. These event scores will be recorded separately from experience and renown awards gained during play. Non-sanctioned events (those outside of the official training events) may be included in the official Fleet timeline and involve additional advancements awarded at the discretion of the Admiral. Those wishing their adventures to be included in the official fleet log must file a written after-action report with the Admiral and the Fleet Training Office.

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  • 7th Fleet House RulesVariations from the Standard Rules Set

    While a number of “House Rules” regarding character creation and advancement have been set forth in other sections of this manual, this section refers specifically to changes to the rules for game play. As always, the Narrator/Gamemaster is the final arbiter in rules disputes.

    Character Action Limits Outside of truly extraordinary circumstances (as determined by the Narrator) a character may not take more than four actions in a single turn, regardless of multiple action penalties.

    Coup De Grace Rules As a key trait of either the Armed Combat or Unarmed Combat skill, a character may make an immediately fatal attack against a helpless or unaware foe as per the rules below. Prerequisite: Armed or Unarmed Combat +3, humanoid target with vulnerable anatomy (Narrator's discretion) Effects: As a full-round action against a foe at point-blank range you ready a weapon (or prepare for a hand-to-hand strike). Without attacking, you make an immediate test using the appropriate skill (free action) as if you were attacking. You now have the drop on the character and attack at any point in the combat turn (and act before your target, regardless of initiative). You keep the drop on him until you attack, dodge, or otherwise divert your attention. If you keep the drop on your target for at least 1 full round, you may (on a subsequent turn) attack for immediately fatal damage. This attack counts as a standard action. If you lose the drop on your target (due to making another attack, dodging enemy fire, etc.), the process must begin again.

    Modified Hand-to-Hand Rules While the large number of hit points conferred on the player characters via thehealth level system is nice, it sure takes a long time for a fist fight to play out…and then you’rehospitalized for six weeks while you recover all those points. My quick fix to the brawlingencounters includes a chance for upper tier successes to knock out without delivering adeathblow and is in the table below.

    Success Stamina TN Duration of KO Superior (6+) 5 + damage dealt 1D6 + 5 roundsExtraordinary(11+) 10 + damage dealt 2D6 minutes

    Pushing The Engines This represents a revision to the rules presented in the Star Trek: Narrator's Guide. As specified in the Narrator's Guide, a starship has three speeds- a normal cruising speed, a maximum cruising speed, and a maximum emergency speed. Under the old rule, Reliability checks were made every hour spent traveling faster than the ship's maximum cruising speed and used only the system's reliability modifier. This has been changed to allow the Chief Engineer to add in his Propulsion System (Warp Drive) skill- and treating the Reliability test like any other skill check. Any failure means that some component of the warp drive has failed and the ship must slow to sublight long enough to effect repairs, as per the rules in the Narrator's Guide.

    Example: The U.S.S. Lexington is making a high-speed run from Proxima to Vulcan. Her maximum cruise speed is Warp 9.2 with a maximum emergency speed of Warp 9.6. To push Lexington to her maximum emergency speed, her Chief Engineer must make a TN 19 Propulsion Engineering (Warp Drive) test (10 + the ship's maximum speed). With his own skill roll, and the Lexington's Reliability bonus of D (+6), the total is a 21-

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  • easily exceeding the difficulty assigned and pushing Lexington to Warp 9.6. This check must be repeated every hour.

    Further, starship captains occasionally demand more of the ship's engines than they are designed to provide. A skilled Chief Engineer can attempt to push the ship at or past her maximum emergency speed by making a Reliability check identical to the one above with two crucial differences- first, the checks must be made each minute, and second, for every tenth of a warp factor beyond the ship's emergency maximum, the Target Number is increased by 10. Once a vessel reaches warp 9.9, the Target Number is increased by ten for each 0.0005 increase.

    Example: Having encountered a Borg cube, the Intrepid class U.S.S. Ticonderoga is in headlong flight, and is already traveling at her maximum emergency speed of Warp 9.975. The Borg have matched speed and increased it slightly, slowly running down the errant starship. Ticonderoga's captain asks for Warp 9.9755. In order to reach this fantastic speed, Ticonderoga's Chief Engineer must make a TN 29 Propulsion Engineering (Warp Drive) test (10 + the ship's maximum speed + 10 for each Warp 0.0005 above maximum). With his own skill roll, the Ticonderoga's Reliability bonus of C (+4), and a couple of Courage points thrown in, the total is a 31- and the ship reaches Warp 9.9755. As this test must be repeated once per minute (and the Chief Engineer is almost out of Courage points) Ticonderoga's captain needs a plan...

    Redshirt Rule Even though the previous house rule shortens up hand to hand combat, there are times when even that is too much work. So, for the mooks who don’t matter, I’m stealing from the other Coda system, found on page 270 of the Lord of the Rings core rulebook. Essentially, Redshirts are given a rating of 1 to 3; that is the number of successes needed to kill/defeat an opponent. Sure, the phasers can dish out 10D6 + 36 points of damage, but sometimes nothing satisfies like a good neck flex.

    Rig for High-speed Running While it would seem that the warp speed chart exists only to justify Voyager’s journey, and warp speed should move “at the speed of plot” sometimes that distance traveled can be made to serve the plot, and making reliability tests every hour for a month-long trip would be extremely tedious. The engineering crew can rig the engines to run at maximum output via a controlled burn out of the engine components; this will also require extensive repairs after the high speed run is complete. Both the rigging and repair of the engines are Extended tests. The TN is 10+Warp speed desired (to ship’s maximum rating); X2 for daily reliabilitytests, X5 for weekly reliability tests with an hourly interval for progress. Maximum travel time atthis rate is equal to the warp factor traveled in days or weeks respectively.Because this type of strain is particularly hard on the ship’s engines, the repair TN is 15+Warp speed traveled with the same multiplier as used to determine the rigging TN. The repair interval is also one hour.

    Example: The Intrepid class U.S.S. Ticonderoga needs to make a speed run from Starbase 153 to the Proxima Allende outpost, an eight week trip at warp 9. The Chief Engineer wishes to make weekly (rather than daily) reliability tests, so the TN is 10+ 9 (the Warp speed desired) X5 for weekly reliability tests, for a total of Extended test TN of 95. With an average skill-and-roll total of 12, it takes Tico's Chief Engineer 8 hours to rig the ship for high speed running. Once Ticonderoga arrives at her destination, the TN for repairing the ship will be 120; 15+ 9 (the Warp speed travelled) X 5 for weekly reliability tests. With an average skill-and-roll total of 12, it takes Tico's Chief Engineer 10 hours to repair the damage caused by pushing the engines that hard for that long.

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  • 7th FleetAliens Expansion

    Additional Species Guidelines

    The following species have been approved for use with the Seventh Fleet RPG. Please consult your Commanding Officer or Gamemaster before using a non-standard character species.

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  • Bijani

    The Bijani are a former nomadic race who lives on the planet Bijan II (most commonly called, simply, Bijan).

    Personality Bijani are known as a peaceful people, wishing to explore their minds rather than their bodies. Like Vulcan, Bijan is a world comparatively free of crime. A small police force is maintained on the planet, but this is reserved mainly for visiting races. Few visitors come to Bijan as the world offers little in the way of resources, intergalactic importance or tourism. Although the Bijani-Spira Alliance maintains a standing military this is solely used in the area of border control.

    Physical Description Physically Bijani look much like Humans, but there are considerable internal differences. Having evolved on one Class-L world, the Bijani find themselves well adapted to another, and can survive comfortably in colder temperatures and thinner air. Their ability to smell is much more acute than human norm, while their hearing is worse. Having lived in comparatively sterile environments (both on Class L worlds and aboard ship), the Bijani have a somewhat underdeveloped immune system- even a common cold can be a life threatening illness. The Bijani have attempted to combat this weakness by taking a strict selection of medications daily, though some Bijani (who have spent many years off their homeworld) have managed to build up their immune systems making some of the medications unnecessary. Bijani age much faster than humans, reaching maturity at age 12, though they suffer a comparatively shorter lifespan. While a Human might live to be 140 a Bijani normally lives to be only 90.

    Bijani Pain Trance A unique trait of the Bijani (thought to be an evolutionary holdover) is a defense mechanism known as the 'Bijani Pain Trance'. When a Bijani is under a great deal of physical pain they are able to move their consciousness to an area of their brain called the 'Lanstorm Cortex'. This effectively allows a Bijani to complete a task beyond the pain threshold of most species, though they continue to suffer damage and injury- and usually require immediate medical attention after the trance lapses. While in the trance the Bijani is effectively (and appears) unconscious but their body is single-mindedly focused on a specific task. So long as they are physically able to do so, a critically (or even mortally wounded) Bijani might attempt to complete a specific task before dying. Some Bijani religious scholars view this as the spirit’s last chance to finish any tasks it has in the living world, but most scientists suspect that a faltering Bijani nervous system will dump a “brushfire” of neurons into the system as the synapses fail. It goes without saying, of course, that the Bijani brain is a complex engine still not fully known or explored.

    Culture The Bijani originated on a Class L world called Bijan, but were forced to abandon their world after a tremendous disaster rendered it uninhabitable. Limited to sub-light vessels, the Bijani wandered for almost five centuries before finally settling on another world which they promptly dubbed Bijan II. During the Bijani Diaspora, both their culture and their technology changed, as necessity overtook custom. Before departing their homeworld, the Bijan had practiced a rigid caste system. One was born into one of the three castes and had no hope of ever moving to another- even intermarriage and cross-breeding were forbidden. The close quarters and enforced isolation of the Exodus shattered the caste system as the enforced separation made interbreeding among the castes an imperative of survival. One unexpected side effect of the isolation was tribalism- as the fleet became factionalized, loyalty to one’s shipmates became paramount; a tendency exacerbated as each ship settled into a

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  • different area of Bijan II. Civilization on the austere world now consists of thousands of scattered villages and only one major city- though the Bijani are determined to remake this new planet into the likeness of their lost homeworld by recreating all the most notable landmarks. During the trip to their new home, the Bijani had encountered no alien races, and many suspected that alien life did not exist, but the world soon became on object of conquest by both the Romulan and Klingon Empires. Once their world was firmly under their control, the Bijani created a small warp-capable exploration fleet which they dispatched on 5-year missions, only to have them return empty-handed. As the Bijani were on the verge of disbanding their exploration fleet, one of their explorers came across- and was subsequently destroyed by the Romulans, who then attempted to subjugate the planet.. As the Romulan fleet entered the system, they were intercepted by a third party- a fleet of Klingon warships. After the Romulans were driven from the system, the Bijani greeted the Klingons as saviors and liberators, but it swiftly became apparent that the Bijani had simply traded one set of conquerors for another as Klingon military forces seized control of the government and key infrastructure. The Bijani spent almost a century as vassals of the Klingon Empire and despite slightly better treatment than was the norm, the Bijani yearned for their freedom, smuggling infrequent emissaries off-world in search of allies and liberators. The Bijani world was finally liberated in the mid-23rd century when the Romulans returned to avenge their earlier defeat over the world at Klingon hands. Both sides (Klingon and Romulan) suffered heavy losses, and neither had the strength to seize the world- and so began a tense standoff between the two would-be conquerors. The Bijani were free again, but they’d lost hope in finding a community of races where everyone could work together, until they were contacted by a starship from the United Federation of Planets. Impressed with their ideals, the Bijani applied for and soon received Federation membership, but the relationship was always rocky as Federation practice conflicted with Bijani idealism. The Dominion War was the “straw that broke the camel’s back” as the peaceful Bijani people saw the War as a horrific mistake- a distinct lack in diplomacy, rather than a necessity. When Bijan came under Dominion attack, the Bijani blamed the Federation for (mis)using them as a staging area and so withdrew their Federation membership and formed an alliance with the nearby Spira.In the form of the Bijani-Spira Alliance, the Bijani found a people who shared their desire for peace and mental enlightenment. Despite leaving the Federation the Bijani-Spira Alliance and the Federation are close allies and continually perform joint research operations.

    LanguageBijani Common

    Homeworld Bijan II- a harsh Class L world near the Klingon and Romulan Empires.

    Favored Profession Scientist, Mystic, or Diplomat. The Bijani can take up almost any profession, but as a whole are a peaceful people who believe in diplomacy rather than force.

    Species Adjustment None.

    Species Abilities:Adaptable: Bijani thrive in even the harshest conditions and climes, and their adaptability gives them a +2 bonus to Quickness, Stamina, or Willpower reaction. Cold Adapted: Bijani evolved on a Class L world and ignore TN penalties foruncomfortable or extreme cold.

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  • Bijani Pain Trance: When an injury would reduce the character to Incapacitated orNear Death, a Bijani may enter a Pain Trance, allowing him to complete one specific task. The trance lasts for a number of rounds equal to the character's Vitality or until the designated task is completed, whichever comes first. During the trance, the character ignores all TN penalties due to the pain of his injuries. Once the trance ends, the character loses all remaining Life Points in his current wound level and must make a Challenging (TN 15) Stamina test to remain conscious. Bijani may only enter the Pain Trance once per day, and are fatigued for at least one day afterward (though that's usually the least of their problems).Skilled: Bijani tend to draw on a broad range of experiences, and as a result, receive two additional skill picks during Character Creation.Weakened Immunity: Bijani have a comparatively weakened immune system and suffer a-1 to Stamina tests to resist disease.

    Notes The Bijani first appeared in the Star Trek:Borg video game. Stats by Roger Taylor and Rex Rouviere.

    Brikar

    Personality Brikar are a stoic, powerful people of few words but concrete action. Loyal friends and dangerous foes, Brikar generally keep to their homeworld and to themselves. Brikar have been likened to mountain ranges, walking avalanches, and other geologic similes due to their large, solid countenances and silicon physiology.

    Physical Description Brikar are large creatures, standing in excess of two to three meters tall. Brikar have a thick, rock-like epidermis, and generally have small eyes and chiseled, angular features. Brikar skin tones are generally dusty brown to a rocky grey with dark eyes. Brikar are hairless. Brikar have resilient metabolisms and slow respiration, which allow them to both resist toxins and hold their breath for considerable periods. Brikar evolved on a low-gravity world, which means they require a gravitic compensator to operate in normal gravity. Despite their low-gravity origins, the Brikar physiology grants them powerful builds and considerable strength.

    Culture Brikar culture tends to be somewhat aggressive, as they ended their first contacts with both the Federation and the Klingon Empire by declaring war. After a cessation of hostilities, the Brikar declared that they had “conquered” the Federation and promptly petitioned for membership. Brikar relations with the Klingons amounted to a rough standoff, which ended with Federation membership. Since their admission to the Federation, the Brikar have adjusted well to membership, and are slowly joining intergalactic society.

    Language Brikar Common

    Homeworld Brikar (Homeworld) or any of eleven colony worlds.

    Favored Profession Starship officer. Brikar be found in most any profession, but their curiosity drives increasing numbers to explore the galaxy.

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  • Species Adjustment +4 Strength, -2 Agility, -1 Intellect –1, +2 Vitality

    Species AbilitiesBonus Edge: High Pain Threshold Brikar have extremely sturdy constitutions and learn stoicism from an early age.Grav Compensator Brikar require a specially constructed gravitic compensator to function off the Brikar homeworld (or worlds with similar gravity). Functioning in a normal Class M/1.0G environment without a Grav Compensator imposes a -10 penalty to all Physical tests.Molten Healing Because of the unique Brikar physiology, most Starfleet issue (and indeed, most non-Fleet issue) medical treatments are of little use for Brikar. This is offset to a degree by the limited regenerative ability of the Brikar physiology. Minor wounds are covered with a patch of molten epidermis and heal within 48 hours. A Brikar reduced to Incapacitated or below enters a trance-like state until all wounds are healed. A DC 15 Stamina check is required to leave the trance state prior to complete healing. Silicon Physiology Brikar have an unusual silicon physiology, granting them a +2 bonus to Stamina, and a basic hand to hand damage of d6+STR modifier. The density of the Brikar physiology also acts as armor, granting Brikar characters a base Damage Reduction of 5. Brikar have comparatively slow metabolisms, which render them resistant to most toxins, and allow them to hold their breath for considerable periods. Brikar are able to hold their breath for up to 5 min per point of Stamina without penalty.

    Notes The Brikar first appeared in the New Frontier novels by Peter David. These stats were revised in October 2004, in concert with Brian Bailey.

    Caitians

    PersonalityThe average Caitian is calm, collected and strongly individualistic. They dislike crowding, dirt, noise and commotion. Some Caitians seem finicky or prickly to outsiders and they remain non-demonstrative of even strong friendships. However, many Caitians put a veneer of flirtatiousness over their private core, especially with out-worlders Caitians are moved by beauty, horrified by violence and anger, and wrestle constantly with their potential for each. On the whole, they are a peaceful people, who turn nasty only when their feelings are seriously wounded.

    Physical Description The Caitians are a bipedal feline race with thick manes, long tails, and large golden eyes that provide excellent low-light vision. Caitians have excellent hearing along a far broader range than terrestrial standard. Physically, Caitians are extremely agile and fast. Their language is a tonal one, which utilizes many low-pitched noises like growls or purrs. Consequently, they have trouble adapting to human-style phonetic languages. Caitians have a range of height and weight comparable to humans (some are slightly heavier). Their fur ranges from the short and glossy to the thick and shaggy, with any number of colors and patterns possible- a bewildering variety of races and subspecies that led to racial wars late in their development. Caitians are born as twins or triplets, a fixed number depending on subspecies (the female Caitians are either double- or triple-breasted, accordingly). Caitians have blunt claws that can be sharpened as dangerous brawling weapons, but most Caitians find the practice abhorrent and repulsive. Caitian fur is highly sensitive to both touch

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  • and temperature, though the Caitians themselves are adaptable to a wide variety of climates.

    Culture The felinoid Caitians were a sizeable interstellar culture for more than a century before the Federation made First Contact with them, having discovered warp travel at around the same time as humanity. The fourteen systems inhabited by Caitians were as populous as any of Earth's colonies at the time, and each controlled by a stable, global government. When the U.S.S. Pardalis first entered Caitian space in 2240, those worlds were locked in a vicious interstellar war. What had started primarily as an economic squabble (over the highly limited supply of Caitian dilithium) had devolved into a tangle of racist and religious intolerance– the Caitians had discovered that their distaste for war was less powerful than their distaste for each other. Although the Pardalis was crippled and ultimately destroyed by Caitian forces, the survivors returned to the Federation with assurances that the missile had been fired despite orders, and Federation negotiators found parties on all sides nervous, but eager to be friends- and peace with the Federation (and each other) came swiftly. The creation of the Caitian Trade Alliance less than three years after the loss of the Pardalis and most sociologists now agree that the Caitians desperately wanted to break the cycle of war – but lacked the focal event needed to bring them to the table. The Federation provided that, along with FTL radio technology, and enough economic incentives to encourage even the most prideful Caitian to stop shooting for a while to talk. Introduced to their many neighbors via subspace radio, the Caitians set their talents to the long-term project of building what is now one of the most prosperous alliances within the larger umbrella of the UFP. Caitians are sensualists in every sense of the word- relishing in activities that excite the senses (especially their eyesight and sense of smell), but favor physical artwork over the ephemeral. A Caitian might enjoy dancing as a kind of sport, for instance, but don't really regard it as art unless it makes something permanent that can be touched. Each of the Caitian allied worlds prides itself on local variants of the strovothra, a form of organic-matter sculpture meant to stimulate the nose as well as the eye. A 60-meter column of twisted fruit-bearing vines, bonded by damp clay, was erected as a centerpiece display at a Caitian exhibition in Paris, on Earth.

    Language Caitians Common

    HomeworldCait II ("Dralaph" in the native shanifir tongue) is a heavily-forested world with several dozen small continents and thousands of large islands. The climate is on the cooler edge of temperate; the equatorial regions straddle the line between subtropical and tropical conditions. Nearly every island on Cait II is inhabited, and the world features many fine cities and excellent starport facilities.While unquestionably the Caitian homeworld, Dralaph is only one of more than a dozen long-settled Caitian worlds, clustered across seven sectors of Federation space.Favored Profession Starship Officer, Scientist, Diplomat. Caitians are born explorers, and a well-motivated Caitian is capable of great tact and understanding. Their personal warmth provides a much-needed complement to the cool logic of the Vulcans, especially in the touchy conferences which can follow First Contact with new species.

    Species Adjustment + 1 Agility, + 2 Perception, -1 Vitality, -1 Presence

    Species AbilitiesBonus Edge: Night Vision: Caitian eyes are optimized for light intensification thanksto their ancestor's night hunting habitsWide Spectrum Hearing: Although not as sharp as Vulcan hearing, Caitians can

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  • hear into the ultrasonic and subsonic frequencies. They have excellent sound discrimination and get a species adjustment of +4 to all Observe (Listen) tests.

    Noted Characters: Lt. M'Ress served on the U.S.S. Enterprise as the assistant chief communications officer from 2269 to 2271. Sculptor Shehi Pleth's bio-sculptures are gawked-at (and sniffed) in every part of the quadrant

    Notes: The Caitians first appeared in Star Trek The Animated Series.

    Daa’Vit

    Personality Daa’Vit tend to be a stoic, yet passionate people with a quirky, often sharp sense of humor. Daa’Vit are creatures of duty and ceremony, tempering their passions with responsibility. Slow to anger and slow to heal, Daa’Vit are loyal, steadfast friends and dangerous enemies.

    Physical Description Daa’Vit fall into the general height and weight parameters for humans, although their unusual skeletal structure makes them appear severe and gaunt. Daa’Vit skin tones are generally dusky grayish-green with dark eyes. Hair colors are generally black or dark-brown, trending towards silver with age.

    Culture Daa’Vit culture has always had a warrior bent, a tendency sharpened by three hundred years of conflict with the Klingon Empire. The Daa’Vit government is a controlled monarchy, currently led by Morgen, a former Starfleet captain. The society is somewhat rigid, governed by form and tradition, but open to political in-fighting and intrigue.

    Language Daa’Vit Common

    Homeworld Daa’V- a cold, harsh world, capital of the Daa’Vit Confederacy.

    Favored Profession Soldier or Starship officer. Although the Daa’Vit can take up most any profession, Confederacy soldier or starship officer are the quickest paths to advancement and glory. Since Morgen’s triumphal return, many Daa’Vit have joined the Federation Starfleet.

    Species Adjustment +1 Strength, +1 Presence, -1 Perception

    Species AbilitiesBonus Edge: High Pain Threshold Daa’Vit are subjected to an intense, demanding lifestyle from early childhood and weaklings are not tolerated. As a result, they learn to endure considerable physical penalty. Hardy Due to the demands of life on their homeworld, Daa’Vit are a tough durable people. Daa’Vit gain a +1 to Stamina reaction bonuses. Bonus Skill: Simple Weapons Daa’Vit are trained as warriors from an early age, andnearly the entire populace has some skill with simple weaponry. Long Memories Three hundred years of conflict with the Klingon Empire have affected the Daa’Vit mindset towards the Klingons. Daa’Vit suffer a –2 penalty to all social tests involving Klingons.

    Notes The Daa’Vit first appeared in the novel Reunion by Michael Jan Friedman.

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  • Denobulans

    Personality Denobulans, from the Class M world Denobula, are a humanoid species encountered through the Vulcan Interspecies Exchange Program in the early 22nd century.

    Physical Description Denobulans share the same range of height and weight as most humans, and have prominent facial ridges running down either side of the head to the cheeks, an enlarged brow ridge (and high hairline). Denobulans also have a pronounced spinal ridge. The Denobulan face is unusually flexible by human standards with an extremely wide smile and the ability to “expand”. This vestigial survival mechanism causes the face to , swell, appearing larger and more intimidating to potential predators. Denobulans also have an extremely long tongue. Denobulan females have the ability to produce pheromones during mating season or when otherwise attempting to attract a mate, and these pheromones can cause Denobulan males to become competitive and even combative- and under certain circumstances- matings must be medically supervised.

    Culture Denobulans are a gregarious, outgoing people who have embraced an unusual polygamous family structure. A typical Denobulan male will have three wives, each of whom will have three husbands. Nor are Denobulan marriages exclusive- physical intimacy is a matter of individual choice. The Denobulan people live on a single crowded continent, resulting in close, communal lifestyles. Because of their early social acclimatization and the “space-premium” nature of their homeworld, Denobulans tend to be uncomfortable in solitude. Conversely, this enforced proximity has served to make the Denobulans somewhat “touchy” about physical contact outside of intimate partners.

    Language Denobulan and Federation Standard

    Homeworld Denobula is a Class M world in the system of the same name. It is home to a single large continent.

    Favored Profession Scientist or Starship officer. Denobulans are renowned as scientists and thinkers.

    Species Adjustment +1 Intellect.Species Abilities:

    Bonus Edge: Flexibility: Denobulans are open-minded about other cultures and encourage others to be the same. They receive the Cultural Flexibility edge for free.Bonus Flaw: Species Enmity (Antarans): Although their open conflict with the Antarans ended three hundred years ago, there is still very bad blood between the Denobulans and the Antarans. This ranges from believing outrageous superstitions about the other species to exchanging verbal slurs. On a few occasions there have even been known to be physical violence, although this is rare.

    15

  • Excellent Climb: Denobulans have a unique grip for climbing enabling them to climb difficult slopes very quickly and easily. They gain +4 species bonus to Athletics (Climb) tests and can climb up to five meters per round.Hallucinations: In extremely stressful situations, a Denobulan may experience hallucinations. However, such experiences are considered to be safe and natural ways of releasing nervous energy.

    Denobulan Hallucinations The Narrator ultimately decides which situations warrant hallucinations, but examples should include prolonged events where life and death hangs in the balance or prolonged times of isolation. During each experience, the Denobulan character makes a Willpower roll with the following results:Extraordinary Success: The character is able to ward off any hallucinations and reacts normally.Superior Success: The character hears sounds but quickly realizes that he or she is hallucinating.

    Examples include hearing “bumps in the night.”Complete Success: The character briefly sees persons and objects that aren’t really there. An example

    includes seeing “someone” out of the corner of his eye, maybe standing in the doorway. The incident is brief and as with Superior Success, the character knows he or she is hallucinating.

    Marginal Success: The character engages in non-threatening situations with hallucinations. Maybe the Denobulan has an entire conversation with a friend or ally who’s not really there. The conversation is generally peaceful.

    Failure: The Denobulan sees or hears something that produces a slight sense of fear in him: the character is convinced an opponent is beginning to close in on his location. The Denobulan receives a –2 penalty on all tests for 1d6 rounds because of that fear.

    Complete Failure: The Denobulan sees or hears something that produces a stronger sense of fear in him. Maybe he thinks his opponent is almost on top of him with the Denobulan character unprepared for the attack. All he can think of is looking for adequate protection even if that means forsaking his previous main objective. The Denobulan receives a –5 penalty on all tests for 1d6 rounds.

    Disastrous Failure: The Denobulan is so convinced of his hallucination that he is absolutely paralyzed with fear, collapsing to the ground (and unable even to run for shelter) and must make a Stamina check (TN=15). Failure means the character suffers from a heart attack or like aliment, losing 2d6 points of damage per round until stabilized or until the character dies.

    5 18Hibernation: Unlike most species, Denobulans do not sleep as a part of their daily cycle. Instead, they hibernate for a full six days per year, although some can reduce this period time by various degrees. A Denobulan sleep period is handled similarly to the Fatigue rules found on pages 95-96 of the Narrator’s Guide. When the hibernation period arrives, a Denobulan cannot help but collapse, and he or she will improve one fatigue level per day (see Table 6.27). Ending a hibernation period early requires the Denobulan to make a Stamina test. Failure means that the Denobulan remains asleep and must continue resting for another day in which he can roll again.

    NUMBER OF DAYS EARLIER TN 5 184 143 122 111 10

    Another character can also attempt to revive the Denobulan prematurely, by making a successful TN 10 First Aid (Denobulan) test, beginning with on the second day. The character that is doing the reviving must use a hypospray and various stimulants. However, if successful the Denobulan character still suffers from the Fatigue-level penalties: -8 for 5 days earlier, -4 for 4, -2 for 3,–1 for 2 and 0 for 1 (although a First Aid check is still required).Resistance: Denobulans have an unusually robust physiology and immune system and gain a +2 to Stamina tests to resist illness, disease, and radiations. Technology, such as

    16

  • Borg nanoprobes, also has a delayed effect on them.Notes The Denobulans first appeared in Star Trek: Enterprise.1 10

    Edoan

    Personality Edoans (not to be confused with the Edo) are among the best toolmakers in the Federation, due to their sensitive hands, and high manual dexterity. Edoans tend to be meticulous about detail, and make good scientists and technicians.

    Physical Description Edoans are humanoid, but enjoy an unusual tri-pedal physiology, having three arms and three legs. Edoans have round yellow eyes, and a concave, structured, head. Their skin tones range from a bright orange to a dusky orange-brown, and are completely hairless. Edoans are a long-lived species, with lifespans stretching centuries. Elder Edoans will lapse into a death-like state every twenty-five years, then molt their skins and re-emerge in what is called the Rebirth

    Culture The Edoan Curia is the legislature of the Federation Member State of Edos. It is chaired by Supreme Magisterial Authority of Edos.

    Language Triexian (Edoan Common) and Federation Standard

    Homeworld Edos III, a class-M planet in the Federation

    Common Names: Artrin, Yel, Arex, and Eth

    Favored Profession Starship Officer (Engineer), Craftsman, Merchant, or Administrator. Edoans prize hard work and technical challenges.

    Species Adjustment +1 Agility, - 1 Vitality

    Species AbilitiesBonus Flaw: Extreme Shyness: Edoans are reserved, and extremely shy by human standards. Edoans cannot spend courage points on Social tests.Bonus Edge: Three Armed: Edoans get an extra action each turn.

    Notable Individuals: Lieutenant Arex Na Eth served as a Navigator aboard the USS Enterprise from the late 2360's to the late 2370's.

    Notes: The Edoans first appeared in Star Trek The Animated Series.

    Jyn Faisha

    Personality The Jyn are a fun-loving, cheerful people, who live life for the adventure as much as for anything else, and rarely decline a challenge. They have practices similar to counting coup, and the hero who charges into the maw of death (laughing), is one of their most revered. Beyond this,

    17

  • the Jyn have a love for craftsmen and craftsmanship that borders on idolatry. This explains, in a measure, the longevity and sturdiness of their vessels.

    Physical Description A humanoid species, the Jyn Faisha (or Jyn) tend to be compact and small, but are otherwise nearly indistinguishable from human stock. Skin and hair colors run the same gamut as Terran human, but tend toward dusky olive or light purple. One interesting note about Jyn physiology- each clan or major family division has it’s own unique eye color, which is adopted as more or less the clan tartan.

    Culture A nomadic, relatively peaceful people, the Jyn Faisha are a species of nomadic traders who wander the star lanes in search of goods and opportunities. The Jyn Faisha trade extensively among themselves, and with others who will meet their standards of honor. For the most part, they despise the Ferengi, and refuse to trade with them. They will trade with the Orions, considering them a necessary evil. While generally peaceful, the various Jyn clans have taken part in epic feuds spanning entire star systems. The Jyn are very ritualistic and etiquette motivated, and honor is of paramount concern. Loyalty to one’s clan is a driving force for the Jyn, but once these conditions are met, the Jyn are notoriously independent. Skilled as tinkers and pilots as well as traders, the Jyn generally bring a cheerful zest for life to any situation, although this is by no means always the case. Although normally exuberant and feisty, the Jyn can also be deadly serious when wronged- and the Jyn are never unarmed.

    Language Jyn Faisha Common

    Homeworld The Jyn Faisha have no home planet of their own, save in ancient myth. In modern times, they wander the vast expanses of the galaxy, carrying their people in massive, (generally ancient) warp capable city ships. These space-going leviathans are capable of speeds in excess of Warp Four, and carry tens of thousands of people, and are for the most part self-contained, with extensive manufacturing and Repair capabilities. Defending such massive vessels is a challenge, even for people born to space, and so the Jyn maintain a vast support fleet of small runabout-style starcraft and fighters. The city-ships in themselves boast a staggering variety and number of defensive armaments.

    Favored Profession Merchant, Rogue, or Starship officer. Although the Jyn Faisha can take up most any profession, space-borne trade is a central facet of their society. Their independence and impulsiveness lead many toward less than above board trades.

    Species Adjustment None.

    Species AbilitiesAgoraphobic Born and raised in the vast expanses of deep space, most Jyn Faisha are used to the confined space and discrete dimensions of starships. Jyn suffer a –1 penalty when operating in vast open spaces outside the confines of their spacecraft or EVA suit. Astrogation: Jyn Faisha have a talent for navigating by the stars, and gain a +2 speciesbonus to System Operations (Navigation) and Space Science (Stellar Cartography) tests. Bonus Edge: Suit Trained: Jyn Faisha are born in space, and spend their lives between the stars. The artificial nature of their space going homes requires that they know the ins and outs of space suit operation.Bonus Edge: Zero G Trained: Jyn Faisha vessels are massive, and zero-g is a feature of many of their passages and companionways. Jyn Faisha children learn to maneuver in zero-g as readily as they learn to walk.

    18

  • Starfleet Marine/Rapid Response Team Member

    Throughout Federation history, Starfleet Command has long recognized the need for specialized troops capable of rapid deployment and special warfare under difficult or dangerous conditions. Beginning with the inclusion of MACO* troops aboard the NX-01 Enterprise, many of these troops have served alongside their Starfleet counterparts. Subject to the Commanding Officer's approval, player's may create a Starfleet Marine/RRT character using the profiles below:

    *MACO troopers may be created using the Soldier profession on page 63 and the SpecialForces Elite Profession on page 166 of the Star Trek Player’s Guide .

    Mission: Starfleet Marines/RRT are elite ground- and ship-based strike teams trained in special warfare operations. They perform high-level security functions, special strike, black-ops, and hostage rescue operations from Starfleet shore and space-borne installations. Background: Tracing their antecedents to the United States and Royal Marine Corps, the Starfleet Marines/RRT are a highly trained, highly disciplined fighting force intended to supplement more conventional Starfleet forces. They are often deployed aboard starbases and frontline starships heading into high-threat areas and report directly to the Executive and Commanding Officers. For organizational purposes, they are treated as a separate shipboard department and often have their own messing, berthing, and armory areas. Depending upon the needs of the vessel and the decision of the Commanding Officer, they may either supplement or replace the ship's normal security complement. When acting as the ship's security force (in lieu of Starfleet security) they coordinate their activities through the ship's First Lieutenant (third-in-command).

    Role: The preeminent role of a Starfleet Marine/RRT member is to break things and injure or kill people in the most expeditious manner possible, to provide security for Federation diplomatic and government facilities and Starfleet vessels and installations. Starfleet Marines/RRT members are spirited, highly motivated professionals with a strong sense of duty and an ingrained code of honor.

    Game Information Prerequisites: Starship Duty, Observe 4+, Ranged Combat 3+, Unarmed Combat 4+, System Operations 1+ Attributes: Agility is the Starfleet Marine/RRT member's favored attribute because of its role in attack and dodge tests. Perception is useful in detecting and thwarting ambushes and selecting targets. Strength and Vitality are useful as life as a Starfleet Marine/RRT member can be physically demanding. Reactions: As with any other soldier, the Starfleet Marine/RRT member must react quickly to danger, capitalize on attacks, and avoid danger. Quickness is the Starfleet Marine/RRT member's favored reaction.

    RRT Member Professional SkillsArmed Combat* AGLAthletics STRDemolitions INTFirst Aid INTInquire PRSInvestigate PERObserve PER

    Ranged Combat* AGLRepair INTStealth AGLSurvival PERTactics INTUnarmed Combat* AGL

    19

  • Fleet Marine Well-trained, highly disciplined, and courageous, you stand at the sharp end of the stick.Skills: Any one Armed Combat Skill +2, Athletics +3, Demolitions +2, First Aid +1, Observe +2,

    any one Ranged Combat skill +4, System Ops +1, Stealth +2, any one Unarmed Combat skill +3

    Pick 5: +1 to any professional skill.Pick 1 edge: Dead Aim, Covering Fire**, Speed, Great Stamina, Lightning Reflexes,

    Sharp Shooter Every Marine is a rifleman...but sometimes you need something more...Skills: Any one Armed Combat Skill +2, Athletics +3, Demolitions +1, First Aid +1, Observe +2,

    any one Ranged Combat skill +5, System Ops +1, Stealth +4, any one Unarmed Combat skill +1

    Pick 5: +1 to any professional skill.Pick 1 edge: Dead Aim, Covering Fire**, Double Fire**, Snap Shot**, Great Stamina, Lightning

    Reflexes

    RRT Member We go where no one has gone before; under fire...daring rescues our specialty. Skills: Any one Armed Combat Skill +2, Athletics +3, Demolitions +1, First Aid +3, Observe +2,

    any one Ranged Combat skill +3, System Ops +2, Stealth +1, any one Unarmed Combat skill +3

    Pick 5: +1 to any professional skill.Pick 1 edge: Covering Fire**, Double Fire**, Speed, Great Stamina, and Lightning Reflexes

    **pp23-24 of the Starfleet Operations Manual

    Tier 1 Professional AbilitiesEvasion- Starfleet Marines/RRT members train in defensive techniques to improve their ability to

    evade attacks. When performing a Dodge action, the character rolls an additional die (3d6) during his Quickness test and keeps the better of the three rolls. The rule of double 6's still applies.

    Covert Ops- Starfleet Marines/RRT members are taught to use cover to their best advantage-whether hiding in shadows or the effective use of camouflage. Whenever the character makes a Stealth test, he gains a +2 bonus.

    Sapper- Starfleet Marines/RRT members are taught how to place explosives a/o sabotage equipment quickly and effectively. When making any Demolitions or Repair (Sabotage) rolls, the character may perform the action in half the base action time.

    Tier 2 Professional AbilitiesBattle-Hardened- A Starfleet Marines/RRT member learns to function despite injury, fatigue, or

    stun. The Marine/RRT member gains +1 Health and reduces physical test penalties from injury, stun effects, or fatigue by 1Prerequisite: Vitality 8+

    Mission Specialist- A Starfleet Marines/RRT member may specialize in one particular skill set- Computer Use, Engineering (pick one) , Repair, Streetwise, or Knowledge and acquires that skill at level 1 (with appropriate specialization). The chosen skill may be developed as a professional skill for the purposes of advancement. Prerequisite: Covert Ops

    Physically Fit- Starfleet Marines/RRT members keep themselves in the peak of physical shape. Whenever the character makes a Strength or Vitality attribute check or an Athletics skill test, he doubles the modifier conferred by the key attribute.Prerequisite: Strength or Vitality 8+

    Saboteur- Starfleet Marines/RRT members are taught to using explosives and sabotage to their best

    20

  • advantage. When making any Demolitions or Repair (Sabotage) rolls, the character gains an affinity bonus equal to ½ his Engineering, Computer Use, or System Operations skill (rounding up). Prerequisite: Sapper

    Tier 3 Professional AbilitiesRequisitioning- While at a Starbase or similar supply depot, A Starfleet Marine/RRT commander

    may attempt to use Enterprise-Administration to gain special a/o unusual equipment for use during a mission. Target numbers are as follows: special equipment (TN 5), special weaponry (TN 10), and explosives or restricted weaponry (TN 15). On a marginal success, the gear is available in 1-3 days. On a complete success, 12-24 hours, and on an Extraordinary success, the gear is available in 4-8 hours. The Narrator retains the right to adjust TN's based upon the nature of the mission and the exotic nature of the equipment in question, and/or to veto the request. If the equipment isn't aboard, no amount of harassing the quartermasters will make it appear. Prerequisite: Mission Specialist.

    Responsive- Starfleet Marines/RRT members learn to react quickly in combat situations. During combat situations, the character may perform one additional combat action per round without suffering multiple action penalties.Prerequisite: Physically Fit.

    21

  • Character Resources:New Character Background Packages

    PERSONAL DEVELOPMENT PACKAGES These character backgrounds are offered as an addition to those listed on pages 87-89 of the Player’s Guide, players may select from the following personal development packages when creating their characters.

    Artisan Apprentice You apprenticed under a famous artisan, learning his craft and absorbing his insight into the trade. Skill: Any one Craft skill +2 Pick 3 Skills: Administration +1, Appraise +1,

    Business +1, Computer Use +1, any one other Craft skill +1, any one Knowledge skill +1, any one Language skill +1, Negotiate +1

    Pick 1 Edge: Ambidextrous, Contacts, Exceptional Concentration, Meticulous, Skill Focus (appropriate Craft)

    Apprentice Burglar You studied under a break and enter artist, learning to bypass security systems and locks, crack safes, and pilfer goods. You can burgle with the best of them. Skill: Computer Use +2 or System Operation

    +2 Pick 3 Skills: Appraise +1, Conceal +1, Forgery

    +1, Influence +1, Observe +1, Sleight of Hand +1, Stealth +1, Streetwise +1

    Pick 1 Edge: Ambidextrous, Curious, Exceptional Concentration, Night Vision, Skill Focus (Legerdemain—see “New Edges”)

    Data Hack You grew up surrounded by computers, and gained an appreciation of the importance of information and data storage. You also learned to manipulate, circumvent, and sabotage computer systems. Eventually, your skills ventured toward the arts of hacking, stealing, and dealing data. Skill: Computer Use +2 Pick 3 Skills: Administration +1, Appraise +1,

    Forgery +1, any one Knowledge skill +1, Repair +1, Streetwise +1, System Operation +1

    Pick 1 Edge: Curious, Eidetic Memory, Meticulous, Multi-tasking, Skill Focus (Digital Thinker—see “New Edges”)

    Spaceport Hawker You spent your childhood hawking wares or services at a spaceport. You may have been a guide for tourists, a busker or street performer, a palm artist, an errand boy, or some other amateur artist.

    Pick 1 Skill: Business +2, any one Craft skill+2, Entertain +2

    Pick 3 Skills: Appraise +1, Conceal +1, Gaming +1, Influence +1, any one Knowledge skill +1, any one Language skill +1, Negotiate +1, Sleight of Hand +1

    Pick 1 Edge: Contacts, Cultural Flexibility, Friendly, Likeable, Sense of Direction

    Streetgang You grew up on the mean streets of gangland. You were an enforcer, thief, or con man—depending on the job to be done. Pick 1 Skill: Brawling +2, Influence +2,

    Streetwise +2 Pick 3 Skills: Appraise +1, Athletics +1, any

    one Armed Combat skill +1, any one Knowledge skill +1, Negotiate +1, Observe +1, any one Ranged Combat skill +1, Stealth +1

    Pick 1 Edge: Alert, Confident, Shrewd, Speed, Thick Skull

    Vulcan Early Psionic Training Your parents realized your psionic potential when you were very young. You spent your childhood in various schools and study programs meant to unlock your mental gifts. Pick 1 Skill: Any one Psionic skill +2 Pick 3 Skills: Computer Use +1, Inquire +1,

    any one Knowledge skill +1 (Religion perhaps the most appropriate), Observe +1, Persuade +1, any one other Psionic skill +1

    Pick 1 Edge: Eidetic memory, Exceptional Concentration, Increased Range, Psionic Coverage, Psionic Focus

    Prerequisite: Character must be Vulcan

    22

  • Master Skill List

    SkillTest

    CategoryAttribute Sample Specilizations

    Untrained (Y/N)?

    Appraise Academic INT Antiques, Dilithium Crystals, Jewelry NArmed Combat Physical AGL Skill Group YAthletics Physical STR Climb, Jump, Ride, Swim YComputer Use Academic INT Encryption, Hacking, Program NConceal Physical INT Cache, Camouflage, Conceal Weapon YConstruct Physical; INT Electronics, Phaser, Machinery, Shelter NCraft Physical AGL Skill Group NDemolitions Physical INT Arm, Build, Defuse NEngineering Academic INT Skill Group NEnterprise Academic INT Administration, Business, Streetwise YEntertain Social PRS Skill Group YFirst Aid Physical INT Andorian, Human, Vulcan YForgery Physical AGL Currency, Data, Identification NGaming Social INT Chess, Dom-Jot, Poker, Tongo YGymnastics Physical AGL Balance, Swing, Tumble YImpersonate Social PRS Disguise, Mimicry, Stage Acting YIndoctrinate Physical INT Brainwashing, Hypnosis NInfluence Social PRS Charm, Fast-talk, Intiidate, Seduce YInquire Social PRS Fraternize, Interrogate, Interview YInvestigate Physical PER Deduce, Forensics, Inspect, Research YKnowledge Academic INT Skill Group NLanguage Academic INT Skill Group NMedicine Academic INT General Medicine, Psychology NNegotiate Social INT Bargain, Entreat, Mediate YObserve Physical PER Spot, Listen, Track YOperate Vehicle Physical INT Ground car, Sailboat, Airplane NPersuade Social PRS Debate, Oratory, Propaganda YRanged Combat Physical AGL Skill Group YRepair Physical INT Automobile, Transporter, Tricorder NScience Academic INT Skill Group NSleight of Hand Physical AGL Palm, Pickpocket, Prestidigitation NSport Physical AGL Baseball, Parrises Square, Ride YStealth Physical AGL Ride, Shadow, Sneak YSurvival Physical AGL Arctic, Desert. Qo'noS YSystem Operation Physical INT Flight Control, Mission Ops, Tactical NTactics Academic INT Federation, Ground, Romulan, Space NUnarmed Combat Physical AGL Skill Group N

    Psionic SkillsEmpathy Psionic PSI NMind Control Psionic PSI NMind Shield Psionic PSI NPsychokinesis Psionic PSI Pyrokinesis, Telekinesis, NTelepathy Psionic PSI N

    23

  • Character Traits: AssetsEdge Description PrerequisiteAlert Add +2 to InitiativeAlly You know someone of higher rank that may help you.

    Allure+1 to all Social tests against members of the opposite sex.

    Presence 6+

    Ambidextrous Reduces off-hand penalty Agility 6+

    Battle-Hardened Add +5 to Courage used on combat tests instead of +3.

    Blends in You are able to use cover to better benefit

    Blunt Attack May make stunning attacksSpecific Weapon skill 6+

    Bold For Courage use on Physical test add +5 instead of +3. Presence 6+

    CommandInspire people to greater skill (and a position of trust a/o authority).

    Commendation Add +1 Renown for those recognizing the award.

    Competitive Add +1 to all opposed tests

    Confident Add +5 to Courage used on social tests instead of +3. Presence 6+

    ContactsYou have a network of connections you can turnto for information and assistance.

    CoordinatorGain double the normal bonus for additionalhelp on combined tests

    CourageousYou may spend up to 6 Courage in a single round instead of 4.

    Cultural Flexibility Add +2 to Social tests with other races

    Curious Gain +5 to academic test for Courage instead of +3 Intellect 6+

    Dead AimWhen aiming double the benefit (+2 close and +6 long)

    Defensive AttackMay add up to +3 to Parry/Block but next attack suffers -3.

    Deliberate AttackMay cause up to +3 additional damage while suffering an equal penalty to hit.

    Dodge Gain +3 to Quickness when dodging Agility 9+

    Eidetic MemoryAdd +2 to all academic tests and skills used as physical tests

    Everyman You are difficult to recognize +5 to TN of tests

    Excellent MetabolismGain +4 to Stamina reactions to resist poison and disease

    Exceptional Concentration

    Ignore outside distractions

    Exceptional Fortitude Suffer fatigue at one level lower Vitality 6+

    FameRecognized for one aspect. If beneficial improves interaction one category

    Renown 9+

    Famous Event Gain +1 to Renown for an event

    Famous Fleet Gain +1 to Renown for being in a famous fleet

    Famous Ship Gain +1 to Renown for serving on a famous ship

    Fit Add +1 to all physical tests

    Friendly Add +1 to all social tests

    Great Stamina Add +4 to all Stamina tests to resist fatigue

    Great VitalityStabilize easier. Add +4 when making Stamina tests to regain lost wound points

    Vitality 6+

    24

  • Healthy Gain +2 on all Stamina reaction testsHigh Pain Threshold Reduce injury penalty by 2

    Increased Range Increase range of one psionic ability by half Psionic 2

    InnovativeMay purchase professional ability from another profession.

    Iron Fisted +2 to your Strength bonus to damage unarmed attack. Strength 8+

    Iron WilledAdd +4 to Willpower reactions versus psionic attacks or effects

    Lightning Reflexes Take reload and recover actions as free actions Agility 6+

    Likeable Adjust social tests by +3

    Linguistic Maverick Can use all language skills untrained. (See Below) Intellect 8+

    Martial Artist Additional attack made at -2 instead of -5 Agility 6+

    Medical Remedy Counters one physically or medically impairing

    flaw. (See Below)

    Medical Deficiency, Physical Impairment, or other flaw.

    Meticulous Add +1 per round on extended tests

    Multi-taskingTreat full-round action as two actions and can take additional actions

    Intellect 6+

    Night VisionCan see in low light and reduce darkness penalties by 2

    PromotionYou possess military or civilian rank. Add +1 per odd levels to all Social tests on those under your command

    Psionic Select skill and PSI statMay not be from 'mute' species

    Psionic Coverage Can effect more than one mind Psionic 2+

    Psionic Focus Ignore the first 5 points of environmental interference Psionic 1+

    Quick Draw Draw as a free actionCombat skill +1any weapon

    Quick Shot Make additional extra attack at -3 instead of -5 Agility 6+

    Rapid Healing Recover 2 wounds per day Vitality 9+

    ResoluteGain +5 for Courage spent on Willpower reaction test instead of +3

    Security Clearance You have a higher level of clearance than normal

    Sense of Direction Know which way to bridge or settlement

    Sense of Time Remain aware of time

    Sherpa Carry more Strength 6+

    ShrewdGain +5 for Courage spent on Savvy reaction tests instead +3

    Skill FocusBonuses in specific skills (See Player's Guide and additions, below)

    Species FriendChoose a species, with recognition gain +3social bonus to Influence, Negotiate &Persuade

    Speed Move faster Agility 6+

    Suit Trained Suffer no penalties for working in a suit

    Thick Skull Resist stun effects at +5 to your Stamina reactionsThinker Gain +1 to all academic tests Intellect 6+

    25

  • Throw Weapon Choose melee weapon. Throw up to 5 meters at -23+ in specified weapon

    Trait Upgrade Upgrade one Edge Specified Edge

    Two-handed FightingGain extra combat action without penalty for multiple actions

    Agility 6+

    Unyielding Add +2 to Willpower reaction testsWealth Liquid assets

    Weapon Mastery Gain +3 to specific weapon1+ in specific weapon

    Zero-G Trained Suffer no penalties for working in zero-gravity

    26

  • Character Traits: Flaws

    Flaw Description Prerequisite

    Addiction Choose substance. You must consume it everyday or suffer penalties

    Arrogant You cannot spend Courage on Social testsBloodlust While you and opponent are still standing you

    must spend Courage to break combat.

    Combat TraumaYou are potentially debilitated by the memory of previous battles.

    Coward May only spend 2 Courage instead of 4.

    Dark Secret Has negative effect on relations once known

    Devotion Object of devotion can be jeopardized

    Dim-witted Suffer -1 to academic tests

    Dissident (Dark Secret variant)

    You are part of an underground movement on your homeworld and looked upon as a traitor. Has negative effect on relations if learned or exposed

    Dullard May not use Courage in academic tests

    Easily Distracted Suffer an additional -3 per distraction

    Easily Winded Make Stamina tests against fatigue at -5Enemy Choose an enemy. They work against youExiled You have been exiled from your homeworld. –4 penalty to

    any social tests made with your own species Familiar Face Easier to recognize by +5

    Flat-footed Suffer -3 to Quickness reaction tests during dodge actionsGullible Suffer -2 to Savvy reaction tests

    Indebted You owe people favors. Lots of them. Can affect the storyline.

    Infamy Choose an aspect to influence negative reactions

    Intolerant Cannot hide dislike of small group

    Low Energy Level Make Stamina tests against fatigue at half normal rateLow Pain Threshold Increase injury penalty by 2

    Medical Deficiency You suffer from a serious medical ailment that necessitates daily treatment or therapy.

    Night Blind Suffer double normal penalties for low light

    Pacifist May not use Courage in combat skill tests to attack

    Physical Impairment You have a physical disability that impairs your movement.

    Proud Suffer -1 to social tests

    Reckless Suffer -1 to physical tests

    Rival Choose rival. They make life more difficult for you.

    Shaky Suffer -5 to attack unless using Aim

    Sickly Suffer -2 to Stamina reaction testsSlow Suffer -2 to Quickness reaction testsSlow Healing Take twice as long to healSpecies Enmity Choose species. Upon recognition suffer -4 to

    social tests to influence them.Thin-blooded Suffer -5 to Stamina tests to resist extreme heat or coldVengeful You have a deep hatred for a specific group.

    Weak Willed Suffer -2 to Willpower reaction tests

    27

  • New Character Traits

    New Edges

    Allure (Friendly variant) Some people have a special quality—they exude sexiness. You’re one of them. With the right smile, wiggle of the hips, a wink, or soft-spoken words, you easily influence people. Prerequisite: Presence 6+ Effect: You gain a +1 bonus to all social tests

    against members of the opposite sex.

    Battle-Hardened You've seen a lot of fighting and are used to having disruptors pointed at you, or photon grenades going off all around you. When others flee their posts, you stand your ground. Effect: When a Battle-hardened character

    spends a courage point during a combat situation she gains a +5 bonus instead of the usual +3.

    Restrictions: Combat Trauma, Cowardice

    Iron Fisted Your hands are deadly weapons. Prerequisite: Strength 8+ Effect: Add +2 to your Strength bonus to

    damage for any successful unarmed attacks you make.

    Linguistic Maverick Your linguistic comprehension is astonishing. Even without a universal translator, you intuitively understand the grammar, syntax, and idioms of languages. Prerequisite: Intellect 8+ Effects: You can use all language skills

    untrained. Additionally, all language skills are considered professional skills for you, regardless of your profession.

    Upgrade: You can upgrade this edge. Linguistic Maverick 2: Linguistic breakthrough.

    Whenever you score a superior success on a test with a language you don’t know (no skill levels), you automatically gain one skill level in that language at no cost.

    Linguistic Maverick 3: Advanced knowledge. Whenever you spend an advancement pick on a language you know (one skill level minimum), you increase your skill level by +2 per pick.

    Medical Remedy You’ve undergone regenerative therapy, drug treatments, or surgery of some kind to repair a physical injury or medical condition.

    Prerequisite: Medical Deficiency, Physical Impairment, or other flaw.

    Effect: When you select this edge, you remove any one physically or medically impairing flaw you have. These are typically the Medical Deficiency or Physical Impairment flaws, but may also include Easily Winded, Low Energy Level, Sickly, Slow Healing, and similar flaws at the Narrator’s discretion.

    Security Clearance You possess a security clearance authorized by Starfleet Intelligence (or the intelligence agency of whichever government you work for). In general a character receives a security clearance equal to their rank. A Captain receives a Captain's security clearance. But characters with this edge are granted a security clearance higher than would normally apply to someone of their rank.Prerequisite: Narrator a/o Commanding Officer

    approvalEffect:

    Edge Level Rank equiv Clearance Lvl1 +1 Lieutenant/Secret 2 +2 Captain/Top Secret 3 +3 Admiral/Ultra Secret

    Skill Focus (Digital Thinker) You easily grasp the technology and jargon of computers. Effect: You gain a +2 bonus to all Computer

    Use tests.

    Skill Focus (Legerdemain) Your manual dexterity is astonishingly acute. Effect: You gain a +1 bonus to all Sleight of

    Hand and Forgery tests.

    Skill Focus (Quantum Thinker) You intuitively understand temporal theories and space-time phenomena. Effect: You gain a +4 bonus to Physical Science (Temporal Physics) tests.

    New Flaws

    Combat Trauma Called Post Traumatic Stress Disorder, or even Shell Shock by Earth humans at various points in history. The character has suffered so much, and seen so much horror on the battle field that they have a permanent, emotionally engrained reaction to situations that remind them of their combat experiences.

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  • Effect: A character with Combat Trauma must roll a successful TN 15 Willpower reaction test when exposed to anything likely to remind them strongly of their combat experiences (sounds, images, or even certain types of people). A failed test means the character freezes in place, and must spend a Courage point to take any action. A Disastrous failure (a roll of 4 or less) indicates that the character will become violent, lashing out blindly at anyone and everything in the vicinity until one of three things happens: 1) the player spends a Courage point, 2) no immediate threats remain in the immediate vicinity, or 3) the character is stunned a/o rendered unconscious. The trigger(s) for such of an episode of Combat Trauma should be determined beforehand by the Narrator and Player in agreement as to exactly how the traumas from the battle field effect that individual character. This is a trait that must be role-played, and Narrator's are encouraged to reserve this flaw for more experienced players.

    Dissident (Dark Secret variant) You are part of an underground movement on your homeworld. Work with your Narrator to detail your character’s past and her connections to the underground—and the reason why you keep this part of your life a secret for now. For example, if you’re Cardassian, perhaps you’re disaffected with the Central Command and abandon military service to join the underground. If you are Romulan, you probably don’t trust the Senate, the Star Navy, and especially the Tal Shiar. They’re corrupting the true Romulan spirit. You embrace the underground movement to help fight for change and reunification with Vulcan. Effect: In the eyes of most of your people, you

    are a traitor. If your dissident connection is learned or exposed, whenever you interact with members of your own species, modify their reaction stance negatively by two spaces—making someone normally loyal/devoted become indifferent instead. (See Table 6.9: Social Test Modifiers, page 80 Narrator’s Guide.)

    Exiled (Species Enmity variant) You have been exiled from your homeworld. Whether you’ve committed crimes, fallen out of

    political favor, or made yourself an embarrassment to your government, you cannot return home without serious repercussions—such as being harassed, publicly ridiculed, or even arrested. Effect: Upon a successful recognition test, you

    suffer a –4 penalty to any social tests made to influence members of your own species (Influence, Negotiate and Persuade tests). This penalty is in addition to any modifiers resulting from successful recognition tests.

    Indebted You owe people favors. Lots of them. Perhaps you owe money to an investment partner for a loan when the Bank of Bolarus repossessed your ship? Maybe you’re grateful to Korax for watching your back at the Battle Gazziblan IV? And how about that pro scout you know who got your kid brother on the Lunar Blades farm team when he could barely skate? Surely, you owe him one, too. Work with the Narrator to develop obligations that suit your background. Effect: You must repay your debts. At the

    beginning of each episode, before play begins, the Narrator rolls 1d6. On a result of 1, one of the people you owe either turns up requesting his favor be repaid, or he influences the storyline such that you are required to do something for him. If you don’t repay your debts, your life could become troublesome. Lawsuits, public humiliation, physical violence, scrutiny by the authorities, revenge—payback can be rough.

    Medical Deficiency You suffer from a serious medical ailment that necessitates daily treatment or therapy. The ailment could be an allergy to a common substance, a poorly functioning vital organ, an incurable disease—whatever you and the Narrator decide is appropriate. The daily treatment can either be a medical procedure performed by a doctor or a drug which when taken offsets the debilitating nature of the ailment. An example of a medical deficiency is Kalla-Nohra Syndrome, suffered by the Cardassian Aamin Marritza. Effect: If you do not get the required daily

    treatment, you begin suffering terribly. Reduce your Strength and Vitality attributes by –1d3 every day the treatment is not received. When your Strength or Vitality reaches zero, you fall into a coma. When

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  • they both reach zero, you die. This flaw may be “bought off” by selecting the Medical Remedy edge.

    Physical Impairment You have a physical disability that impairs your movement. You might have a lame leg or missing limbs, reduced motor skills from chronic injury, suffer from excessive obesity, or have genetic deformities. Modern medicine can usually correct or improve physical impediments, but your condition is incurable, too expensive, or otherwise unavailable to you. Effect: When making tactical scale movement

    actions, reduce the normal distance you move by half. In addition, whenever you make a test involving movement actions or you use the dodge action (and the Armed Combat, Athletics, Gymnastics, Sport, Stealth, Unarmed Combat, and other physical skills at the Narrator’s discretion) you suffer a –2 penalty to your test. If you want to remove this flaw later, you must “buy it off” by selecting the Medical Remedy edge. In story terms, a cure is found, you receive an implant or biosynthetic replacement, or you undergo regenerative therapy.

    Upgrade: Physical impairment can be upgraded (or worsened actually). Gaining this flaw a second time means you are so completely physically impaired that you cannot move at all without assistance, such as a gravity sled, wheelchair, and so forth.

    Vengeful You have a deep hatred for a specific group. They may have wronged you or perhaps they were responsible for the death of a loved one. The mere presence of members of this group sends you into a rage. You want revenge. Effect: You choose a small, uncommon group as

    the subject of your vengeance when selecting this trait. Examples include Am Tal agents, Flaxians, Maquis, pirates, or members of the House of Duras. When you encounter them, you lash out violently and uncontrollably (attacking them if at all possible). If you spend 1 Courage, with no benefit, you are able to suppress your feelings of hatred. Although you do not act violently, your simmering anger remains evident.

    Upgrade: You can upgrade this flaw to increase

    the size and frequency of the group you hate or to add a second small group.

    Vengeful 2: You hate a medium sized group, such as Andorians, Ferengi, Breen, or Vulcans.

    Vengeful 3: You hate a large, commonly encountered group, such as Cardassians, Humans, Klingons, or Starfleet Officers.

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  • Professional Abilities

    Starship OfficerTier 1

    RoundedCan acquire and develop one nonprofessional skill asa professional skill.

    Starship DutyThis ability substitutes for all of the prerequisites forentering an elite Starfleet profession.

    Familiar Systems

    Can perform a Computer Use test in half the base time.

    Get Your Hands Dirty

    When making a Repair test on any piece of equipment on their own starship the Starfleet officers gains a +2 bonus.

    Not so StrangeWhen making a Specific World test for any world theStarfleet officer gains an affinity bonus equal to half hisPlanetary Science skill rounded up.

    Spirit of the Fleet

    Once per session the Starfleet officer may reroll oneWillpower reaction test and use the better roll.

    Tier 2

    CapableWhen performing actions in excess of their actionallowance, starship officers suffer only a -5 toprofessional skill tests, rather than -10.

    Intrepid

    IntrepidWhen spending Courage to improve professionalskill rolls, the starship officer gains a +5 Courage bonus instead of the normal +3.

    Starship Duty

    Infinite DiversityMay use half of Intellect modifier in any Social testinvolving another species.

    History 6+, Presence 6+ or Rounded

    We Come in Peace

    In Influence, Negotiate and Persuade tests, Starfleetofficers my reduce interaction penalties by halfrounding down.

    Presence 6+

    Well-BriefedAfter any mission on a planet, a Starfleet Officer gainsan additional specialty in that Specific World

    Infinite Diversity or Not so strange

    Will to SurviveWhen a Starfleet officer makes a Survival skill testthey gain an affinity bonus equal to half theirAthletics skill rounded down.

    Vitality 6+ or Spirit of the Fl

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  • Command OfficerPrerequisites: Starship Duty, Administration (Federation) 4+,

    Persuade 3+, System Operation 2+, and Willpower 1+.Tier 1

    Commanding Presence

    When making a Willpower reaction test, thecommand officer rolls an extra die (3d6), butkeeps the highest two rolls.

    Starship/Starbase Protocol

    Choose an appropriate specialty. When making Administration skill tests within that specialty field, the command officer gains a +4 to his die roll.

    Fighting CaptainIf in command or as XO ships gains +2 to all command maneuvers.

    Thinks like a Romulan

    In any situation, the command officer ignores all academic test penalties to his Tactics (race) roll.

    Tier 2

    Starship TacticsOnce per session, the command officer can reroll one Tactics skill test and use the better of the two results.

    Tactics 3+

    Universal Renown

    If you score an extraordinary success during any Negotiate or Tactics skill test during a mission, your character gains +1 Renown at the end of the episode

    Commanding Presence

    Dogfighter If in command, as XO or manning the helm during ship combat the ship gains a +2 to all helm maneuvers.

    System Operations (Flight Control) 6+ or Fighting Captain

    Fire Control Officer

    If in command, as XO or manning tactical during ship combat the ship gains a +2 to all tactical maneuvers.

    System Operations (Tactical) or (Weapons) 6+ or Fighting Captain

    Tier 3

    CommandBy making a successful Persuade test doubles the benefit of leadership for all near him.

    Commanding Presence and Starship Protocol

    Anticipate Opposition

    Spend full round on Perception test. Is able to guage social situation correctly. Can use to negate one social test modifier.

    Starship/Starbase Protocol and Infinite Diversity

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  • Flight Control OfficerPrerequisites: Starship Duty, System Operation (Flight Control) 4+, Space Science

    (astronomy) 3+, Computer Use 2+, and Administration 1+.Tier 1

    Astrogationwhen making System Operation (Flight Control) skill tests, the conn gains an affinity bonus equal to half his Space Sciences skill level rounded up.

    Atmospheric Craft

    The character gains a +2 bonus to System Operation (Flight Control) tests made to pilot atmospheric craft.

    DogfighterWhen at the helm the ship gains +2 to all helm maneuvers

    Hide in Plain Space

    When at the helm opponents tests to spot the ship on sensors are at +2 TN

    Hot HandsWhen making a Quickness reaction test rolls an extra die (3d6) and keeps the higher two.

    Natural Navigator

    When making a Space Science (Astrogation) test add +4 to the result.

    Tier 2Evasive Maneuvers

    When required to perform maneuver actions in combat, the Conn rolls an additional die (3d6) but keeps the highest two rolls.

    Astrogation or System Operation (Flight Control) 3+.

    Systems Technician

    When making Repairs, the Conn can reroll one Systems Engineering (Flight Control) test and use the better of the two results.

    Systems Engineering 3+

    Surfing Space-time

    Allows Space Science (Astrogation) test to travel as if at maximum warp.

    Space Science (Astrogation) 6+ or Natural Navigator

    You call that a storm?

    When making any skill test to operate in atmosphere ignore all penalties for weather or visibility.

    Archaic Aircraft 3+, Hot Hands or Atmospheric Craft

    Tier 3Combat Piloting When at the helm in combat, the Conn can make one

    additional helm maneuver per round without suffering any additional action penalties.

    Evasive Maneuvers or System Operations (Flight Control) 6+.

    WheelmanWhen making any Operate Vehicle test the Flight Control Officer gains an affinity bonus of half his System Operation (Flight Control) rounded up.

    Atmospheric Craft and Systems Engineering 6+

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  • Starship EngineerPrerequisites:

    Starship Duty, one Engineering skill 4+, Physical Science 3+, Repair 3+, and System Operation 1+.

    Tier 1

    Engineering Certification

    When acquiring a new Engineering skill, the engineer automatically gains one skill specialty of his choice.

    Engineering Expertise

    Designate one Engineering skill and skill specialty. When making tests against this skill or specialty the engineer gains an affinity bonus equal to half his Physical Science skill level rounding up.

    Fix-itWhen acquiring Repair the engineer learns all skill specialties

    24/7Starfleet engineers gain a +5 bonus when taking Fatigue tests.

    Pure TheoryAutomatically gain one specialty of your choice upon acquiring Physical Science Skill. All Physical Science tests gain +2 bonus.

    Tier 2

    Jury-rigWhen making Construct, Engineering or Repair skill tests, ignore all penalties resulting from inadequate equipment, parts or materials.

    Engineering Expertise

    Miracle WorkerDesignate one Engineering skill and skill specialty. When making related skill tests, the engineer performs the operation or task in half the base action time.

    Engineering Certification

    Double Your Estimate

    Can complete any Repair test in half the base action time.

    Fix-it or Miracle Worker

    Solid Workmanship

    Repairs stay Repaired. Patches stay patchedFix-it, Repair 6+ or Systems Engineering 6+

    Theoretical Application

    Whenever the engineer makes a Repair skill test, gains an affinity bonus equal to half her Engineering skill on the same system, technology or unit.

    Engineering Certification

    Tier 3

    System Overhaul

    Engineers can overhaul a system to exceed the established operational parameters.

    Miracle Worker or Jury-rig

    A Wee Bit MoreWhen spending Courage to enhance an Engineering or Repair roll, they gain +5 instead of +3.

    Theoretical Application and Spirit of the Fleet

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  • Starship Operations OfficerPrerequisites:

    Starship Duty, System Operation 4+, Systems Engineering 3+, Repair 3+, and Computer Use 1+.

    Tier 1

    Duty OfficerGains the appropriate specialty automatically when gaining the System Operation skill. Advances by +2 per pick but suffers -4 on tests outside this specialty.

    Station Proficiency

    Once per session, the ops officer may reroll one System Operation skill test and use the better result.

    Fire Control Officer

    When at tactical the ship gains +2 to all tactical maneuvers

    Ops ManagerAt beginning of game declare one system Mission Critical. All tests made on that system by crew at +1.

    SubvocalizerCan subvocalize commands to ship systems without usual penalty

    Tier 2

    Level-headedWhen performing any professional skill at their duty station, they ignore all test penalties from distraction.

    Station Proficiency

    System Technician

    When making Repairs, the ops officer gains an affinity bonus equal to half of his Computer Use skill rounding up.

    Duty Officer

    Cross TrainedWhen performing the professional skill of another Starfleet elite profession, may add Intellect modifier

    Rounded or System Proficiency

    Eyes on the Board

    When making a System Operation test, the Ops officer adds their Perception modifier.

    Subvocalizer or System Operation 6+

    Personal Backup

    While serving as ops, may reroll any reliability check for ship systems as a System Operations (Mission Ops) or (Operations Manager) test at +5 to the original TN.

    Ops Manager

    Tier 3

    Professional Edge

    When spending Courage to enhance a professional skill test, they receive a +5 bonus instead of +3

    Level-headed

    Exemplary support

    Once per session may treat any Computer Use, System Operation or Tactics test by bridge crew as a combined test adding bonuses based on success.

    Level-headed, Ops Manager or Tactics 6+

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  • Starship Security OfficerPrerequisites:

    Starship Duty, Observe 4+, Investigate 3+, one Unarmed Combat 3+ and System Operation 1+.

    Tier 1

    Security OpsAutomatically gain the specialty of your choice when gaining the Investigate skill. +2 Bonus on all Investigate rolls.

    Security Protocols

    When making System Operations (Tactical) skill tests, the security officer gains an affinity bonus equal to half his


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